/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2dot.gameserver.handler.itemhandlers;

import com.l2dot.Config;
import com.l2dot.gameserver.handler.IItemHandler;
import com.l2dot.gameserver.model.L2ItemInstance;
import com.l2dot.gameserver.model.actor.instance.L2PcInstance;
import com.l2dot.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2dot.gameserver.network.SystemMessageId;
import com.l2dot.gameserver.network.serverpackets.ExAutoSoulShot;
import com.l2dot.gameserver.network.serverpackets.MagicSkillUser;
import com.l2dot.gameserver.network.serverpackets.SystemMessage;
import com.l2dot.gameserver.skills.Stats;
import com.l2dot.gameserver.templates.L2Item;
import com.l2dot.gameserver.templates.L2Weapon;
import com.l2dot.gameserver.util.Broadcast;

/**
 * This class ...
 *
 * @version $Revision: 1.2.4.4 $ $Date: 2005/03/27 15:30:07 $
 */

public class SoulShots implements IItemHandler
{
    // All the item IDs that this handler knows.
	private static final int[] ITEM_IDS = 
	{
		5789,
		1835,
		1463,
		1464,
		1465,
		1466,
		1467 
	};
	private static final int[] SKILL_IDS = 
	{
		2039,
		2150,
		2151,
		2152,
		2153,
		2154 
	};

	/* (non-Javadoc)
	 * @see com.l2dot.gameserver.handler.IItemHandler#useItem(com.l2dot.gameserver.model.L2PcInstance, com.l2dot.gameserver.model.L2ItemInstance)
	 */
	public void useItem(L2PlayableInstance playable, L2ItemInstance item)
	{
		if (!(playable instanceof L2PcInstance)) return;

		L2PcInstance activeChar = (L2PcInstance)playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
        int itemId = item.getItemId();

        // Check if Soulshot can be used
		if (weaponInst == null || weaponItem.getSoulShotCount() == 0)
		{
            if(!activeChar.getAutoSoulShot().containsKey(itemId))
                activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
			return;
		}

		// Check for correct grade
        int weaponGrade = weaponItem.getCrystalType();
        if ((weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789 && itemId != 1835) ||
			(weaponGrade == L2Item.CRYSTAL_D && itemId != 1463) ||
			(weaponGrade == L2Item.CRYSTAL_C && itemId != 1464) ||
			(weaponGrade == L2Item.CRYSTAL_B && itemId != 1465) ||
			(weaponGrade == L2Item.CRYSTAL_A && itemId != 1466) ||
			(weaponGrade == L2Item.CRYSTAL_S && itemId != 1467))
		{
            if(!activeChar.getAutoSoulShot().containsKey(itemId))
                activeChar.sendPacket(new SystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
			return;
		}

        activeChar.soulShotLock.lock();
        try
        {
        	// Check if Soulshot is already active
        	if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
        		return;

        	// Consume Soulshots if player has enough of them
        	int saSSCount = (int)activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
        	int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;

        	if (!Config.NOT_CONSUME_SHOTS)
        	{
        	if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
        	{
        		if(activeChar.getAutoSoulShot().containsKey(itemId))
        		{
        			activeChar.removeAutoSoulShot(itemId);
        			activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));

        			SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
        			sm.addString(item.getItem().getName());
        			activeChar.sendPacket(sm);
        		}
        		else activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
        		return;
        	}
        }

        	// Charge soulshot
        	weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
        }
        finally
        {
        	activeChar.soulShotLock.unlock();
        }

		// Send message to client
        activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SOULSHOT));
        Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000/*600*/);
	}

	public int[] getItemIds()
	{
		return ITEM_IDS;
	}
}
